Feats Overview
Optional rule: take a feat instead of an ASI at levels 4, 8, 12, 16, 19. Key feats include GWM, Sharpshooter, Sentinel, War Caster, Lucky, and Alert.
Feats are optional features that characters can take instead of an Ability Score Improvement (ASI) at certain levels (typically 4, 8, 12, 16, 19). The DM must allow feats — they are an optional rule.
How it works: When you reach a level that grants an ASI, you can choose a feat instead. You forgo the +2 to one ability score (or +1 to two scores) and gain the feat's benefits.
Half feats: Some feats include a +1 to an ability score as part of their benefit. These are called "half feats" because they provide both a score increase and a special ability.
Key combat feats from the SRD:
- Alert: +5 initiative, can't be surprised, hidden attackers don't get advantage
- Great Weapon Master: -5 attack / +10 damage with heavy weapons; bonus action attack on crit or kill
- Sharpshooter: -5 attack / +10 damage with ranged; ignore half and three-quarters cover; no disadvantage at long range
- Sentinel: Opportunity attacks reduce speed to 0; can attack creatures that attack allies; creatures that Disengage still provoke
- Polearm Master: Bonus action attack with polearm butt end; opportunity attack when creatures enter reach
- War Caster: Advantage on concentration saves; somatic components with full hands; opportunity attack with a spell
- Resilient: +1 to chosen ability score; gain proficiency in that ability's saving throw
- Lucky: 3 luck points per long rest; spend to reroll d20 or force enemy reroll
Key non-combat feats:
- Observant: +5 passive Perception and Investigation, read lips
- Ritual Caster: Learn ritual spells from a chosen class list
- Skilled: Gain proficiency in three skills or tools
- Tough: +2 HP per level (retroactive)